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authorClément Foucault <foucault.clem@gmail.com>2020-08-17 00:20:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-18 22:30:10 +0300
commitd10f000322914edf83ace36ee2abb2479c2b533b (patch)
treeb33d453cf2e1c5364cea88998103a7008ab31763
parentf30df15edc0b5bfce98809cfa8c2ca96cfe03e97 (diff)
GPUState: Remove gpuPushAttr/gpuPopAttr
And use manual save/restore mechanism. The stack method is not used so much to be considered useful.
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c6
-rw-r--r--source/blender/editors/space_node/node_draw.c6
-rw-r--r--source/blender/gpu/GPU_state.h27
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc26
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c15
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c26
-rw-r--r--source/blender/gpu/intern/gpu_state.cc140
7 files changed, 86 insertions, 160 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 4115b5e51d6..0e38340d3bc 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -775,7 +775,8 @@ static bool paint_draw_alpha_overlay(UnifiedPaintSettings *ups,
bool alpha_overlay_active = false;
ePaintOverlayControlFlags flags = BKE_paint_get_overlay_flags();
- gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_BLEND_BIT);
+ eGPUBlend blend_state = GPU_blend_get();
+ bool depth_test = GPU_depth_test_enabled();
/* Translate to region. */
GPU_matrix_push();
@@ -805,7 +806,8 @@ static bool paint_draw_alpha_overlay(UnifiedPaintSettings *ups,
}
GPU_matrix_pop();
- gpuPopAttr();
+ GPU_blend(blend_state);
+ GPU_depth_test(depth_test);
return alpha_overlay_active;
}
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 5553928b012..696fe666f41 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -835,7 +835,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
uint outline_col_id = GPU_vertformat_attr_add(
format, "outlineColor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- gpuPushAttr(GPU_BLEND_BIT);
+ eGPUBlend state = GPU_blend_get();
GPU_blend(GPU_BLEND_ALPHA);
GPU_program_point_size(true);
@@ -860,7 +860,9 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[
immUnbindProgram();
GPU_program_point_size(false);
- gpuPopAttr();
+
+ /* Restore. */
+ GPU_blend(state);
}
/* ************** Socket callbacks *********** */
diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h
index 39b52567a46..1e2b772224c 100644
--- a/source/blender/gpu/GPU_state.h
+++ b/source/blender/gpu/GPU_state.h
@@ -22,10 +22,6 @@
#include "BLI_utildefines.h"
-#ifdef __cplusplus
-extern "C" {
-#endif
-
typedef enum eGPUWriteMask {
GPU_WRITE_RED = (1 << 0),
GPU_WRITE_GREEN = (1 << 1),
@@ -103,6 +99,10 @@ typedef enum eGPUProvokingVertex {
GPU_VERTEX_FIRST = 1, /* Follow Blender loop order. */
} eGPUProvokingVertex;
+#ifdef __cplusplus
+extern "C" {
+#endif
+
/* Initialize
* - sets the default Blender opengl state, if in doubt, check
* the contents of this function
@@ -119,6 +119,7 @@ bool GPU_depth_test_enabled(void);
void GPU_scissor_test(bool enable);
void GPU_line_smooth(bool enable);
void GPU_line_width(float width);
+void GPU_logic_op_xor_set(bool enable);
void GPU_point_size(float size);
void GPU_polygon_smooth(bool enable);
void GPU_program_point_size(bool enable);
@@ -127,6 +128,7 @@ void GPU_scissor_get(int coords[4]);
void GPU_viewport(int x, int y, int width, int height);
void GPU_viewport_size_get_f(float coords[4]);
void GPU_viewport_size_get_i(int coords[4]);
+void GPU_write_mask(eGPUWriteMask mask);
void GPU_color_mask(bool r, bool g, bool b, bool a);
void GPU_depth_mask(bool depth);
bool GPU_depth_mask_get(void);
@@ -134,23 +136,12 @@ void GPU_unpack_row_length_set(uint len);
void GPU_clip_distances(int enabled_len);
bool GPU_mipmap_enabled(void);
+eGPUBlend GPU_blend_get(void);
+eGPUWriteMask GPU_write_mask_get(void);
+
void GPU_flush(void);
void GPU_finish(void);
-void GPU_logic_op_xor_set(bool enable);
-
-/* Attribute push & pop. */
-typedef enum eGPUAttrMask {
- GPU_DEPTH_BUFFER_BIT = (1 << 0),
- GPU_ENABLE_BIT = (1 << 1),
- GPU_SCISSOR_BIT = (1 << 2),
- GPU_VIEWPORT_BIT = (1 << 3),
- GPU_BLEND_BIT = (1 << 4),
-} eGPUAttrMask;
-
-void gpuPushAttr(eGPUAttrMask mask);
-void gpuPopAttr(void);
-
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 627f417e0c3..4c7f13a58eb 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -901,6 +901,13 @@ struct GPUOffScreen {
GPUTexture *color;
GPUTexture *depth;
+
+ /** Saved state of the previously bound framebuffer. */
+ /* TODO(fclem) This is quite hacky and a proper fix would be to
+ * put these states directly inside the GPUFrambuffer.
+ * But we don't have a GPUFramebuffer for the default framebuffer yet. */
+ int saved_viewport[4];
+ int saved_scissor[4];
};
/* Returns the correct framebuffer for the current context. */
@@ -964,21 +971,19 @@ GPUOffScreen *GPU_offscreen_create(
return NULL;
}
- gpuPushAttr(GPU_VIEWPORT_BIT);
+ int viewport[4];
+ GPU_viewport_size_get_i(viewport);
GPUFrameBuffer *fb = gpu_offscreen_fb_get(ofs);
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(fb, err_out)) {
GPU_offscreen_free(ofs);
- gpuPopAttr();
+ GPU_viewport(UNPACK4(viewport));
return NULL;
}
-
GPU_framebuffer_restore();
-
- gpuPopAttr();
-
+ GPU_viewport(UNPACK4(viewport));
return ofs;
}
@@ -1002,7 +1007,9 @@ void GPU_offscreen_free(GPUOffScreen *ofs)
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
{
if (save) {
- gpuPushAttr((eGPUAttrMask)(GPU_SCISSOR_BIT | GPU_VIEWPORT_BIT));
+ GPU_scissor_get(ofs->saved_scissor);
+ GPU_viewport_size_get_i(ofs->saved_viewport);
+
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
gpuPushFrameBuffer(fb);
}
@@ -1013,12 +1020,13 @@ void GPU_offscreen_bind(GPUOffScreen *ofs, bool save)
GPU_shader_set_framebuffer_srgb_target(false);
}
-void GPU_offscreen_unbind(GPUOffScreen *UNUSED(ofs), bool restore)
+void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
{
GPUFrameBuffer *fb = NULL;
if (restore) {
- gpuPopAttr();
+ GPU_scissor(UNPACK4(ofs->saved_scissor));
+ GPU_viewport(UNPACK4(ofs->saved_viewport));
fb = gpuPopFrameBuffer();
}
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 0f6f29fab40..29e2615345c 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -282,6 +282,12 @@ typedef struct GPUPickState {
uint *rect_id;
} nearest;
};
+
+ /* Previous state to restore after drawing. */
+ int viewport[4];
+ int scissor[4];
+ eGPUWriteMask write_mask;
+ bool depth_test;
} GPUPickState;
static GPUPickState g_pick_state = {0};
@@ -304,7 +310,9 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
/* Restrict OpenGL operations for when we don't have cache */
if (ps->is_cached == false) {
- gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
+ ps->write_mask = GPU_write_mask_get();
+ ps->depth_test = GPU_depth_test_enabled();
+ GPU_scissor_get(ps->scissor);
/* disable writing to the framebuffer */
GPU_color_mask(false, false, false, false);
@@ -535,8 +543,9 @@ uint gpu_select_pick_end(void)
/* force finishing last pass */
gpu_select_pick_load_id(ps->gl.prev_id, true);
}
- gpuPopAttr();
- GPU_color_mask(true, true, true, true);
+ GPU_write_mask(ps->write_mask);
+ GPU_depth_test(ps->depth_test);
+ GPU_viewport(UNPACK4(ps->viewport));
}
/* assign but never free directly since it may be in cache */
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index f67c9c36a6b..62414febb44 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -60,6 +60,12 @@ typedef struct GPUQueryState {
char mode;
uint index;
int oldhits;
+
+ /* Previous state to restore after drawing. */
+ int viewport[4];
+ int scissor[4];
+ eGPUWriteMask write_mask;
+ bool depth_test;
} GPUQueryState;
static GPUQueryState g_query_state = {0};
@@ -67,8 +73,6 @@ static GPUQueryState g_query_state = {0};
void gpu_select_query_begin(
uint (*buffer)[4], uint bufsize, const rcti *input, char mode, int oldhits)
{
- float viewport[4];
-
g_query_state.query_issued = false;
g_query_state.active_query = 0;
g_query_state.num_of_queries = 0;
@@ -86,7 +90,10 @@ void gpu_select_query_begin(
"gpu selection ids");
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
- gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
+ g_query_state.write_mask = GPU_write_mask_get();
+ g_query_state.depth_test = GPU_depth_test_enabled();
+ GPU_scissor_get(g_query_state.scissor);
+
/* disable writing to the framebuffer */
GPU_color_mask(false, false, false, false);
@@ -94,8 +101,11 @@ void gpu_select_query_begin(
* We need to get the region of the viewport so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* the viewport but this is a rare case I think */
- GPU_viewport_size_get_f(viewport);
- GPU_viewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
+ GPU_viewport_size_get_i(g_query_state.viewport);
+ GPU_viewport(g_query_state.viewport[0],
+ g_query_state.viewport[1],
+ BLI_rcti_size_x(input),
+ BLI_rcti_size_y(input));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */
@@ -204,8 +214,10 @@ uint gpu_select_query_end(void)
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
- gpuPopAttr();
- GPU_color_mask(true, true, true, true);
+
+ GPU_write_mask(g_query_state.write_mask);
+ GPU_depth_test(g_query_state.depth_test);
+ GPU_viewport(UNPACK4(g_query_state.viewport));
return hits;
}
diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc
index 6d3d74e60f3..8a9724e967f 100644
--- a/source/blender/gpu/intern/gpu_state.cc
+++ b/source/blender/gpu/intern/gpu_state.cc
@@ -82,7 +82,7 @@ void GPU_provoking_vertex(eGPUProvokingVertex vert)
/* TODO explicit depth test. */
void GPU_depth_test(bool enable)
{
- SET_IMMUTABLE_STATE(depth_test, (enable) ? GPU_DEPTH_LESS : GPU_DEPTH_NONE);
+ SET_IMMUTABLE_STATE(depth_test, (enable) ? GPU_DEPTH_LESS_EQUAL : GPU_DEPTH_NONE);
}
void GPU_line_smooth(bool enable)
@@ -100,6 +100,11 @@ void GPU_logic_op_xor_set(bool enable)
SET_IMMUTABLE_STATE(logic_op_xor, enable);
}
+void GPU_write_mask(eGPUWriteMask mask)
+{
+ SET_IMMUTABLE_STATE(write_mask, mask);
+}
+
void GPU_color_mask(bool r, bool g, bool b, bool a)
{
GPUStateStack *stack = GPU_context_active_get()->state_stack;
@@ -205,6 +210,18 @@ void GPU_viewport(int x, int y, int width, int height)
/** \name State Getters
* \{ */
+eGPUBlend GPU_blend_get()
+{
+ GPUState &state = GPU_context_active_get()->state_stack->stack_top_get();
+ return state.blend;
+}
+
+eGPUWriteMask GPU_write_mask_get()
+{
+ GPUState &state = GPU_context_active_get()->state_stack->stack_top_get();
+ return state.write_mask;
+}
+
bool GPU_depth_test_enabled()
{
GPUState &state = GPU_context_active_get()->state_stack->stack_top_get();
@@ -295,128 +312,13 @@ void GPU_unpack_row_length_set(uint len)
/** \} */
/* -------------------------------------------------------------------- */
-/** \name GPU Push/Pop State
- * \{ */
-
-#define STATE_STACK_DEPTH 16
-
-typedef struct {
- eGPUAttrMask mask;
-
- /* GL_BLEND_BIT */
- uint is_blend : 1;
-
- /* GL_DEPTH_BUFFER_BIT */
- uint is_depth_test : 1;
- int depth_func;
- double depth_clear_value;
- bool depth_write_mask;
-
- /* GL_SCISSOR_BIT */
- int scissor_box[4];
- uint is_scissor_test : 1;
-
- /* GL_VIEWPORT_BIT */
- int viewport[4];
- double near_far[2];
-} GPUAttrValues;
-
-typedef struct {
- GPUAttrValues attr_stack[STATE_STACK_DEPTH];
- uint top;
-} GPUAttrStack;
-
-static GPUAttrStack state = {
- {},
- 0,
-};
-
-#define AttrStack state
-#define Attr state.attr_stack[state.top]
-
-/**
- * Replacement for glPush/PopAttributes
- *
- * We don't need to cover all the options of legacy OpenGL
- * but simply the ones used by Blender.
- */
-void gpuPushAttr(eGPUAttrMask mask)
-{
- Attr.mask = mask;
-
- if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
- Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
- glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
- glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
- glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
- }
-
- if ((mask & GPU_SCISSOR_BIT) != 0) {
- Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
- glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
- }
-
- if ((mask & GPU_VIEWPORT_BIT) != 0) {
- glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
- glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
- }
-
- if ((mask & GPU_BLEND_BIT) != 0) {
- Attr.is_blend = glIsEnabled(GL_BLEND);
- }
-
- BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
- AttrStack.top++;
-}
-
-static void restore_mask(GLenum cap, const bool value)
-{
- if (value) {
- glEnable(cap);
- }
- else {
- glDisable(cap);
- }
-}
-
-void gpuPopAttr(void)
-{
- BLI_assert(AttrStack.top > 0);
- AttrStack.top--;
-
- GLint mask = Attr.mask;
-
- if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
- restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
- glDepthFunc(Attr.depth_func);
- glClearDepth(Attr.depth_clear_value);
- glDepthMask(Attr.depth_write_mask);
- }
-
- if ((mask & GPU_VIEWPORT_BIT) != 0) {
- glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
- glDepthRange(Attr.near_far[0], Attr.near_far[1]);
- }
-
- if ((mask & GPU_SCISSOR_BIT) != 0) {
- restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
- glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
- }
-
- if ((mask & GPU_BLEND_BIT) != 0) {
- restore_mask(GL_BLEND, Attr.is_blend);
- }
-}
-
-#undef Attr
-#undef AttrStack
-
-/* Default OpenGL State
+/** \name Default OpenGL State
*
* This is called on startup, for opengl offscreen render.
* Generally we should always return to this state when
* temporarily modifying the state for drawing, though that are (undocumented)
- * exceptions that we should try to get rid of. */
+ * exceptions that we should try to get rid of.
+ * \{ */
void GPU_state_init(void)
{